* WIP cutscenes
* cutscene tweaks
* cutscene: erase background drawing under text
* Make text outlines thicker
* Prepare an interface for adding new cutscenes
* Basic progress tracking for cutscenes
* cutscene: support specifying scene name and BGM
* cutscene: exit with transition after scene ends
* Implement --cutscene ID and --list-cutscenes CLI flags
* fix progress_write_cmd_unlock_cutscenes
* Play intro cutscene before entering main menu for the first time
Also added --intro parameter in dev builds to force playing the intro
cutscene
* Add intro cutscene
* cutscenes: update opening/01 scene
* add Reimu Good End
* remove Bonus Data
* split up a bit of dialogue, revert an image change in intro
* small typo
* most cutscenes complete
* smartquotify
* finish Extra intros
* new cutscenes routed into main game
* fix ENDING_ID
* rough 'mediaroom' menu
* fix cutscene menu crash
* derp
* PR changes
* fixing imports
* more PR fixes
* PR fixes, including updating the script to #255
* add in newlines for readability
Co-authored-by: Alice D <alice@starwitch.productions>
This also introduces `float32`, `float64`, and `real` typedefs to be
used in place of `float` and `double` later. `real` is for game code and
other places where we don't particularly care about the precision and
format of the underlying type, and is currently defined to `double`.
`float32` and `float64` should replace `float` and `double` respectively
I would've preferred to just go with 4-spaces for indent and no tabs,
but lao is a bit conservative about it. :^)
Still, this is a ton better than mixing different styles all over the
place, especially within the same file.